Gorge: 3 Hives
MrPink
Join Date: 2002-05-28 Member: 678Members
Last two times I was gorge, I used the following building order, in that order:
Resource Tower (2x)
Defensive Chamber (3x)
Hive (2x)
Movement Chambers (3x, VERY IMPORTANT!)
Cap nodes for awhile
It seems to be a good jetpack counter, my theory is if you have 3 hives and jetpackers rape 1, you will still go own them with fades. Most people seem to go for 2 hives and try to hole up in them, and completely ignore the 3rd hive that is completely open. Not only that, with the movements you can defend hives so much easier.
Resource Tower (2x)
Defensive Chamber (3x)
Hive (2x)
Movement Chambers (3x, VERY IMPORTANT!)
Cap nodes for awhile
It seems to be a good jetpack counter, my theory is if you have 3 hives and jetpackers rape 1, you will still go own them with fades. Most people seem to go for 2 hives and try to hole up in them, and completely ignore the 3rd hive that is completely open. Not only that, with the movements you can defend hives so much easier.
Comments
The way gameplay is set up, having a good deal of resource nodes capped and just 2 hives defended with a nice array of OCs, the battle is until 2nd hive finished, then hope you have enough resources to fade. Getting 3 hives without building any defenses at them will just be 3 hives dying in succession, unless your team outperforms a good jetpacker.
I usually do :
rt , dc , dc , rt , dc , rt , hive , hive , mov , mov , mov.
normally
RT,RT,RT,DCx3 under 2nd hive,Lame up 2nd hive,HIVE + Webs,MC in 2nd hive, MC in 1st hive+webs, another MC at a junction somewhere, RT,Lame up 1st hive, then lame up and get other RT's.
DC's may come earlier depending on the need to block somewhere like shipping tunnel, or if the skulks are hurting because of a relocate to cargo or whatever. I might even build 2 OT's earlier on deffing a respoint like horseshoe if marines pass it often enough. May have to put some lame somewhere like redroom depending on actions of marines.
I have yet to see marines that are so slow that they dont take one hive in the time it takes for the Kharaa to get MCs in the second(3x mc = 42 res) which is about 1/2hive or the time it takes for a gorge to actually walk tha distances he does...
I doubt you will even have the res with 3 RT's to manage getting 2 hives up without getting one jetpacked. Besides, jetpacking works so easily on one undefended hive, it works just as easily on 3 undefended hives. It's a better idea to go with two heavily chambered hives that are hard for jetpackers to get into without getting fired at by OT's.
Also, if your Marines are good shots, you're probably going to want to get the Defense after one RT, because your skulks are going to be getting owned by them. Which will end up in spawncamping, which is nasty...
normally
RT,RT,RT,DCx3 under 2nd hive,Lame up 2nd hive,HIVE + Webs,MC in 2nd hive, MC in 1st hive+webs, another MC at a junction somewhere, RT,Lame up 1st hive, then lame up and get other RT's.
DC's may come earlier depending on the need to block somewhere like shipping tunnel, or if the skulks are hurting because of a relocate to cargo or whatever. I might even build 2 OT's earlier on deffing a respoint like horseshoe if marines pass it often enough. May have to put some lame somewhere like redroom depending on actions of marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
See I think this is where there's a problem Aminal:
If you don't put DCs up under the current hive and in an unbuilt hive, 2 things are more likely to happen:
1) Marines kills DCs leaving you with NO cara any more
2) Original hive gets taken down MUCH quicker.
When I command I ALWAYS go for the original hive first (unless the second hive is building an empty!!!) because it's least well defended. No OCs and no DCs means even if all the attacking marines get taken down, the hive is VERY hurt and will probably fall at the next try. Getting DCs under or on top of it will help you no end in keeping that hive alive!!
When it comes to building the second hive (when your first one has some lame and DCs there), then I put lame down first (unless res flow is good), then the hive. If there's enough res you can do this the other way round and plop the OCs and DCs very quickly after the hive. Then its MCs and web and more lame for both hives, and web/OCs/DCs for res nodes. At this point you're in a winning position <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
The only time you should get a 3rd hive before the second is defended is when you are really whooping up on the marines. Otherwise, you just can't be in enough places at once to defend successfully. It's an 80-res gamble, and it doesn't really pay off.
6x DC's
1x RT
3x OC's
8x DC's
3x OC's
4x RT's
Then we started *thinking* about hives. In some other situation it might be better to go with:
5x RT
2x Hive
3x DC
3x MC
If you think one build order is "teh bestest" you're bound to lose.
This is assuming the jp's dont try and shoot anything but the hive, which is most of the time.
Thoughts??
- RD